So, as a person new to actual legit Street Fighter play, new to charge characters, and new to fundamentals (longtime Marvel player—you don’t need real fundamentals when you have UPBACK), I’ve finally decided to sit down and give this game a real shot and I’m hooked. But I’ve got a few questions:
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I know “the” Balrog combo is c.lp, c.lp, c.lk., hp Headbutt. I can hit it in training mode no problem (along with some of the other more complicated combos), but when it comes to a match, I find that more often than not, when I DO land a c.lp, I don’t have enough charge to get the headbutt out. What kind of setups or situations (or punishes?) should I be looking for to make sure I have the charge to land the combo?
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Super and Ultra: Because I’m scared and I don’t know any better, I use KPKKK for any situation ever. In what situations would I use another combination, and how can I actually get all five hits to hit?
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When using TAP, at what range do you have to be at to go through a fireball but not eat a post-recovery punish from the opponent?
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Would you ever use j.RH as an air-to-air? I find myself pressing it when I jump, regardless of situation, and I’d like to know if there’s ever a time I’d actually need it, or if I should just break myself from using it completely.